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What the community and third parties are building in StoryNexus

Been a player, but new at being a creator Messages in this topic - RSS

ZeroRaven
ZeroRaven
Posts: 2

11/29/2012
I am working on a game that takes place in modern times, but where magic has (for unknown reasons) began to spring up in all humans. It has gotten to the point where at the age of 6 all children must undergo what is called "The ritual of marking" at a place called the Ministry of Magic. This ritual brands their skin with a mark of what magic their bodies are strongest in, at surface level this appears to be a way to classify magic, and send children to the correct schools so that they may harness their power correctly, but its actually a way to keep tabs on the children and gauge their strength throughout their lives (more will be explained depending on the choices the player makes)

I wanted to avoid the sometimes cliche "amnesia" and give a little more strength in the players ability to shape their characters life from start to finish. What I am having trouble with is actually the start, I personally feel it would be a tad bit boring to have them go through birth and all that and I wanted to be tossed into this strange life starting at the age of 6 and have them work throughout their lives making choices that can potentially net them in a bad situations (or good). The main problem I am having is setting up the deck in at the start. Should I just use one storylet with multiple branches? I'm just at a bit of block, I have story lines written for after the start, but its just figuring out this one point that causing me problems.

Currently I have it set up with like this:
Age 6 -> The ritual of magic -> and that's where I'm stuck i'm unsure if I should if I should use a bunch of rare events for each class of magic, or if I should do a bunch of defaults and have the player choose. I like the randomness of the rare event but I want it to be fun for the player. Any suggestions?
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Hierophant
Hierophant
Posts: 782

11/29/2012
I would strooongly encourage you to give the player as much choice as possible in deciding who their character is. The underlying contract in StoryNexus is something like:

- Players get to decide who THEY are;
- Creators get to decide what happens to the players' characters.

You can do something funkier, but -- take it from experience -- players will want to pick the class of magic they like best. And if they can't, they'll want to remake their character over and over until they get what they want. And if they can't, they'll pester you to let them. The easiest way to do it is let people play what they want and support all the options with equally interesting plot. (And if you can't: why are you making them in the first place? smile )

--
Head Writer
Zero Summer
zerosummer@outlook.com
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